Retarget & export
The Retarget & Export panel moves generated motion onto your own rig. Presets cover Rigify, Mixamo, the UE5 mannequin and MetaHuman body skeletons; anything else works through the same bone-mapping list.
Quick paths
Section titled “Quick paths”- Add / Refresh Vicent — attach the bundled preview character to the generated skeleton. Good for judging motion; not a production rig.
- Send to Rigify — one click from a generated action to a Rigify rig.
Custom rig workflow
Section titled “Custom rig workflow”- Keep the generated motion and your destination rig in the same Blender file, and make sure the rig is in its expected rest pose.
- Set Target Rig to your armature.
- Pick the Preset that matches its naming convention — Auto Detect pairs bones by name similarity and works surprisingly often.
- Click Auto-Map and review the bone list. Fix any wrong pairing, and untick bones you want left out (fingers, twist bones).
- Choose where Root Motion ends up and whether to apply a Rest Pose Offset.
- Click Retarget & Bake and inspect the result at the feet, hips, hands and root.
Retargeting creates editable Blender animation; it does not lock the result into a proprietary format. Refine the destination action in the Dope Sheet or Graph Editor as usual.
Export to Unreal Engine
Section titled “Export to Unreal Engine”The panel ends with an FBX export tuned for Unreal:
- Set Root Motion to On Object so travel lands on the object, where Unreal expects root motion.
- Pick an Export Folder and the FPS to bake into the file.
- Click Send to Unreal (FBX). The file is named after the action.